JosEPh_II
TBS WarLord
I will be initially posting screen shots.
The 1st 2 will be 2 Map choices plus the initial (top of list) Option choices. Then followed by continuing down the Options list by page. The 1st 2 will also show Victory conditions.
So here are the 1st 2 screenshots:
The 1st Screenshot is using PM Map set to Huge but Large is also a viable choice. This map consistently gives fairly decent starting positions. Huge or Large dependent upon # of Players that start the game. With 4-6 players Large is sufficient.
2nd Screen shot is Islands Map. This one would restrict very early, early game meeting of neighbors. Set to Huge with several extra large islands and many tiny islands exploration by water is a viable once appropriate naval tech is researched. This map will dictate heavy navy usage as the game progresses. Again size can be lowered to Large dependent upon # of Players.
Now for the rest of the Set Up Options List:
In the Above shot Advanced Economy and/or Realistic Culture Spread are open for debate(s) for inclusion.
Leaders will be restricted to 2 Positive Traits by checking the No Negative Traits box.
Here the Option Upscaled Building and Units Cost is added to restrict (ie slow down) the early game build up of Massive armies. Also XP will not be as easy to build up.
Neanderthal Cities is also open for debate.
You will also notice that animals can roam freely. So workers and other non mil units will need protection. Also all animal groups, barbs, and neanderthals (if selected) will "war" upon each other. This will cut down on animals stacked everywhere.
And for those not familiar with the Option: City starts with 1 tile, this option On means that when you found a city it starts with it's Main City Center Tile. The Culture level Poor must be achieved to pop the next ring of 8 tiles. The Culture point level to achieve Poor is dictated by Game Speed (GS) selected. With Epic GS this is generally 4-6 turns, to achieve a Culture level of 20 for Poor. Leaders usually affect the rate of Culture points/turn.
If RCS is also chosen then it too will affect the number in the next ring. Whether you pop the adjacent 8 tiles to Main tile or a portion of that 8 dependent upon terrain restrictions RCS uses.
Finally No Combat Mod Options are used and a more "traditional" BtS Combat Engine will be used. Even so many of T-brd's CM Options do have bleedover into the Main Mod Combat engine in varying degrees.
So this is the core set up for what "I think" is a Conservative C2C Pbem.
I await your comments and debates.
JosEPh
The 1st 2 will be 2 Map choices plus the initial (top of list) Option choices. Then followed by continuing down the Options list by page. The 1st 2 will also show Victory conditions.
So here are the 1st 2 screenshots:
The 1st Screenshot is using PM Map set to Huge but Large is also a viable choice. This map consistently gives fairly decent starting positions. Huge or Large dependent upon # of Players that start the game. With 4-6 players Large is sufficient.
2nd Screen shot is Islands Map. This one would restrict very early, early game meeting of neighbors. Set to Huge with several extra large islands and many tiny islands exploration by water is a viable once appropriate naval tech is researched. This map will dictate heavy navy usage as the game progresses. Again size can be lowered to Large dependent upon # of Players.
Now for the rest of the Set Up Options List:
In the Above shot Advanced Economy and/or Realistic Culture Spread are open for debate(s) for inclusion.
Leaders will be restricted to 2 Positive Traits by checking the No Negative Traits box.
Here the Option Upscaled Building and Units Cost is added to restrict (ie slow down) the early game build up of Massive armies. Also XP will not be as easy to build up.
Neanderthal Cities is also open for debate.
You will also notice that animals can roam freely. So workers and other non mil units will need protection. Also all animal groups, barbs, and neanderthals (if selected) will "war" upon each other. This will cut down on animals stacked everywhere.
And for those not familiar with the Option: City starts with 1 tile, this option On means that when you found a city it starts with it's Main City Center Tile. The Culture level Poor must be achieved to pop the next ring of 8 tiles. The Culture point level to achieve Poor is dictated by Game Speed (GS) selected. With Epic GS this is generally 4-6 turns, to achieve a Culture level of 20 for Poor. Leaders usually affect the rate of Culture points/turn.
If RCS is also chosen then it too will affect the number in the next ring. Whether you pop the adjacent 8 tiles to Main tile or a portion of that 8 dependent upon terrain restrictions RCS uses.
Finally No Combat Mod Options are used and a more "traditional" BtS Combat Engine will be used. Even so many of T-brd's CM Options do have bleedover into the Main Mod Combat engine in varying degrees.
So this is the core set up for what "I think" is a Conservative C2C Pbem.
I await your comments and debates.
JosEPh
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